by Stefan Anton Federsel
Introduction This special bonus MG:MG scenario assumes the potential ("what if'...) situation, what could have happened, if SHAEF had abandoned any plans about a joint Allied (US - British) airborne attack in Holland leaving ambitious Field Marshal Montgomery alone with the idea to dash across the Rhine swiftly to end the war soon. The operation was planned as an airborne attack of the reinforced British 1 AB Division in the area between north of the Rhine and in the middle between Maas and Waal Rivers to be relieved by elements of the XXX British Corps spearheaded by the British Armored Guards Division. The attack was determined to be started on September 7th, 1944, expecting actually no major opposition in this backyard of the front. Additionally the critical II SS corps was reported to be retreated for refit in a far more southern region of Germany around the Saarland to repel the impending assault of Patton's 3rd army. So there seemed to be a chance to do the mission in these early September days, but Monty changed his mind and the invasion of Holland was postponed once more. But you can check it out now, what would have been the outcome of such an operation! Rules: All the rules for MG:MG are in effect, if not otherwise stated below (see special rules section). Use the Turn Sequence as outlined in the rules for this scenario and on the player aid card (especially the D-Day sequence), too. Rationale: The info on the set - up is referring on ELLIS' Victory in the West II and SOSABOWSKI'S Freely I Served. Special thanks to Doug Dery providing much help to find some more detailed information on this theme. Set - Up InstructionGermans (set up first):
2) Put out of the game ALL UNITS WITH an identification for 9 SS and 10 SS along the II SS corps arty (don't forget the 2 units in R). 3) All other SS units available for the game are unaffected. 4) Take away one German supply depot marker for a total of 4 available. British (set up second, but before air bombardment on D-Day):
2) The British 1st Para Regiment (1/1, 1/2, 1/3) is set up in ONE or TWO ADJACENT AREAS in the 1 AB sectoralong the restrictions outlined in 23.2 (optional rules). 3) The British Air landing Brigade (2SthST / KSOB / 1 BOR) along with the division arty in any valid (see 23.2) ONE OR TWO adjacent areas EAST OF THE MAAS - WAAL CANAL and SOUTH OF THE WAAL in the 82 AB sector. 4) The 4th Para Bde (10 / 11 / 156 Btn) in ONE OR TWO adjacent areas WEST OF THE MAAS - WAAL CANAL and SOUTH OF THE WAAL in the 82 AB sector (inclusive Grave). 5) The units of the Polish Bde (1 Pol, 2 Pol, 3 01) are EITHER held in the U.K. box for reinforcement on Sept. 7th and thereafter OR placed in MALDEN. You can choose for every single unit in this portion. 6) ONE Glider Patrol unit of the 2 units available can be attached to every of the above 4 portions of airborne units (see # 2-5 above); so two portions only can get the attachment. 7) The British XXX corps gets all 5 supply markers. 8) RAF 2 and RAF 83 are available for play. Airborne supply in Comet:
2) Each control marker works further on as a refit head. 3) Additionally the US air supply marker is received along to the normal rules. 4) Each refit head can receive 5 supply points maximally. 5) The daily supply total for 1 AB Div is 10 supply points (take the 1 AB supply marker on the supply track to keep in mind how many supply points used in the refit phase). 6) The Allied player can allocate the supply points between the refit heads as he sees fit up to the maximum possible (see #4). 7) When supply points are allocated to a refit head, reduce the amount by the applicable interdiction value. 8) Contested refit heads cannot bring out supply points out of the area as usual. British Reinforcements for Comet:
2) Sept. 8th: the British player chooses 5 out of the 10 reinforcement units on the chart from 43th Div and independent units. This units are set-up in zone F AT THE MOMENT WHEN A XXX corps unit stays in an area north of the ZUID - WILHELMSVAART CANAL at the end of an impulse, contesting or controlling it. 3) Sept. 9th: the British player rolls a die: the number rolled equals the units received from the pool of the units of Sept. 8th not already in play (a dr =6 means to roll the die once more). Units are available in zone F! 4) Sept. 10th: at dawn the British player can choose I unit of the pool of XXX corps units available on this date and set-up immediately in zone F. Rationale: it is supposed that all units of the XXX corps didn't make it to the front on Sept, 7th or are used to push into the Schelde - Mondung, which is a more favored target by SHAEF in these days. German Reinforcements for Comet: You don't get all the outlined units on the Reinforcement Chart: some may be out of the game, others can be delayed one or more turns.
2) Other SS units are available. 3) If in a zone reinforcements are available this turn, at least ONE UNIT is received (German player's choice). 4) The second and further units at zone G / H need a dr = 12 to come into the game; dr = 3-4 try it in the next dawn phase once more; dr = 5 - 6 unit out of the game. 5) Units in other zones are checked with a dr, too. dr = 1-4 unit arrives on schedule; dr = 5 try it in the next dawn phase once more; dr = 6 (only) means the unit doesn , t arrive in the game at all. 6) The German Air Interdiction Marker on Sept. 8th is received without a dr for free. Rationale: in the west the Germans fight against the dash on the Schelde estuary and in the east there are other hot spots to handle with; in the south Patton has more fuel, maybe ... Special Rules:
2) The region triggering a possible double impulse (see 14.5 Zone F) is extended besides Zone F to ALL AREAS SOUTH OF THE ZUID WILHELMSVAART CANAL. Any area there qualifies for the special double impulse, if British controlled at the start of the impulse and a supply line to zone F exists. Comet Victory Conditions: In general: the victory point areas and items in the rules don't alter in any respect. There are only some ADDITIONS to be made: SUDDEN DEATH: the Allied player wins if he achieves to get any XXX corps unit in any condition (fresh or fatigued) into ARNHEM AREA at the end of the 3RD TURN (i.e. Sept. 9th) after the regroups. A line of supply to Zone F is required anyway, too. VICTORY POINT COUNT
2) The Allies need 11 VPs to win AFTER THE 4TH TURN on Sept. 10th. 3) There is no further play after the 4th turn (it's a scenario only!). Back to Table of Contents -- Operations #47 Back to Operations List of Issues Back to MagWeb Master List of Magazines © Copyright 2005 by MultiMan Publishing, LLC. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |